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leonardfactory

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  1. Seems like a bug so. These achievement should trigger only for explicit EVA. Could you share your logs and save game? Sure, will release after Easter holidays Thanks for your words! Major credits to Final Frontier for KSP1, I missed it too much. I released CommNext & Science Arkive (I suppose you already know), but I’d like to dig down into some other areas (like a KIS-style EVA assembling mod). Really busy IRL however right now unfortunately
  2. Yes like @Superfluous J pointed out, right now it’s not implemented. I thought about it but in the end I feel it’s very complicated to remember and to reason about ( 3/4 of the mod is UI & rendering), so I tried to avoid it. I think it would be nicer to have higher range / different range antennas when needed (with new parts, I mean) Oh this is really nice as a recap! Like @Mr.DingALing suggested I’d probably add it in the topic post Would you mind uploading your log files and share them to me?
  3. @Sun_Serega I don't save anything, this is the issue: the experiment is handled by Orbital Survey, not by Science Arkive. We just check at runtime if the experiment has been completed. What could be happening here is one of the following: There is some mismatch between the shown experiment code and the registered one. This should what the release fixed, so seems strange (but still possible); There is some mismatch between the experiment Orbital Survey is checking and the registered one; in this case I cannot fix it Let me load the save game and I'll check it
  4. With “it’s breaking base game” you mean that after using it, the base game cannot handle the vessels? This seems pretty much normal with every mod that modifies stock parts, like this mod. I’ll check if there’s something we can do in the Discord, but I’m afraid that at least for now - this is completely expected. @CSA Thanks!
  5. I'm reconsidering this since I've been asked the same thing on GitHub too (https://github.com/Kerbalight/CommNext/issues/33) and I forgot it was a CommNet setting in KSP1. I'll add it to the backlog
  6. Release v0.7.0Add background EC processing for relays. Now HG-5, RA-2, RA-15 and RA-100 consume Electric Charge even in background. It also fixes the "No Power" bug on startupUpdate vessel name in the comms report when it's modified in Tracking StationFix antennas ranges for command pods; now they're just 5kmAdd back HG-5 as relayDownload on SpaceDock Yup, this has been fixed in v0.7.0, now they are back to 5km
  7. This is currently an issue in stock too - I'd prefer to not implement it in CommNext, would be a better fit for a custom mod / Community Life Hacks
  8. Yes, I'm already working on it (see related GH issue: https://github.com/Kerbalight/CommNext/issues/13), unfortunately it seems like the: The bug is not consistent; I cannot reproduce it with the same savegame A speculative workaround didn't work, meaning someway vessels are stuck in a "No Power" status (meaning "No Control" in KSP2 status) until they are opened Thanks for the video anyway and the savegame; as you can see after loading it in my run it seems to run without issues (unfortunately.. this means I cannot debug it) I've got some ideas anyway! Could you try to install Orbital Survey mod, and see if after that reloading a save does work? It is not related to CommNext, but I'm thinking it could be enabling some background processing which could "help" CommNext as a side effect. I'll do same test in my local environment. Update: oh, lol, it seems without Orbital Survey I can reproduce it! So the issue lies in me not enabling background processing for relays, let me see what I can do here.
  9. Release v1.0.3Updated valid locations support for Orbital Survey mod mapping experiments (supports Orbital Survey v0.9.4+, backwards compatible with v0.9.3 and lower)Enhanced main window title bar UIEnhanced celestial bodies selection UIDownload on SpaceDock I think you wanted to post this in Orbital Survey mod topic. This is Science Arkive mod, and this mod does not provide any science by itself. I get it
  10. Hi @Sun_Serega, yes I've talked with @Falki and I discovered the issue (Jool was using the `Low Orbit` science situation). This will be fixed in the next version of Science Arkive & Orbital Survey You'll probably need to rescan Jool, but I'm not sure about that
  11. Yup I share that. What do you mean with configurable occlusion? In the Settings > Mods "CommNext" section you can already configure the occlusion factor (0 = no occlusion, 1 = 100% body radius). iirc it was kinda the same with KSP1; for example if you set it to 70% it will be more "tolerant" (think of atmospheric wave reflection)
  12. Yes as @munix said this is re-implemented by this mod; anyway I didn't remember about the HG-5 being a relay, I could bring it back too
  13. @Bombaatu HG-5 is not a signal relay antenna. You can check which ones are relaying (RA-2, RA-15 & RA-100) pressing shift in the OAB while hovering the antenna parts.
  14. I probably messed up the Command Pod antenna ranges, they should be definitely lower, will fix! Thanks for report Please, send some screen (comms report, map view before and after switching to the vessels) and the save game with infos about the vessel names which show issues; this way I’d be able to help you better
  15. @Schneider21 right now it’s just a visual thing to cleanup your network (see KSP1 CommNet Constellations), so that you can avoid spaghettis, and it should make it easier to develop interplanetary links with tiered relays without losing your mind . Furthermore I’ve released it in order to check if everything is stable, so in the future I can add other gameplay related features with a solid base. Ideas are transmission bonus (like EC consumption vs packet size), range modifiers (trading range for packet size), but I want to brainstorm more before heading in a precise direction. As always feedback is highly appreciated!
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